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*Pathfinder & Starfinder
Making a Physical Skill Challenge that Involves Everyone?
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<blockquote data-quote="AntiStateQuixote" data-source="post: 5010974" data-attributes="member: 30770"><p>In a "pressed for time" situation I often make skill challenge failure impossible. They can keep trying until they accumulate enough successes, but the longer they take . . . well, the longer they take. The PCs can give up any time they choose if they feel it's taking too long.</p><p></p><p>Find a reasonable time measure for your skill checks (maybe each "round" of checks is one hour). Each PC can choose to make an appropriate check or not. After everyone has made a try or passed then one hour has passed. Tally up the successes, compare to the goal, rinse repeat until success or the PCs give up.</p><p></p><p>This allows the people who will probably fail to not totally ruin the skill challenge, but have a chance to help.</p><p></p><p>Also, many of the ideas here about using other skills are a great idea.</p><p></p><p>Example I have used in my campaign:</p><p></p><p>The heroes are traveling a rugged, overgrown path on the edge of a mountain range. "Normal" people can make the trek in about 10 days. For my five PCs I started up a skill challenge where each PC could make a check using a skill of his/her choice to help get across the path. A well described use of a skill required a moderate DC check for success. A poorly described use of a skill required a hard DC. A truly dumb idea or something that would be useless resulted in automatic failure.</p><p></p><p>The heroes needed to get 25 successes to get across the pass. Due to environmental conditions they could not get the benefits of an extended rest during the trek. Each skill check failure cost a healing surge. Each character could make a check, aid another or choose not to take the risk once per day.</p><p></p><p>The heroes made it across the pass in 7 days and lost a total of 5 healing surges between them. There were a couple of combat encounters along the way as well.</p></blockquote><p></p>
[QUOTE="AntiStateQuixote, post: 5010974, member: 30770"] In a "pressed for time" situation I often make skill challenge failure impossible. They can keep trying until they accumulate enough successes, but the longer they take . . . well, the longer they take. The PCs can give up any time they choose if they feel it's taking too long. Find a reasonable time measure for your skill checks (maybe each "round" of checks is one hour). Each PC can choose to make an appropriate check or not. After everyone has made a try or passed then one hour has passed. Tally up the successes, compare to the goal, rinse repeat until success or the PCs give up. This allows the people who will probably fail to not totally ruin the skill challenge, but have a chance to help. Also, many of the ideas here about using other skills are a great idea. Example I have used in my campaign: The heroes are traveling a rugged, overgrown path on the edge of a mountain range. "Normal" people can make the trek in about 10 days. For my five PCs I started up a skill challenge where each PC could make a check using a skill of his/her choice to help get across the path. A well described use of a skill required a moderate DC check for success. A poorly described use of a skill required a hard DC. A truly dumb idea or something that would be useless resulted in automatic failure. The heroes needed to get 25 successes to get across the pass. Due to environmental conditions they could not get the benefits of an extended rest during the trek. Each skill check failure cost a healing surge. Each character could make a check, aid another or choose not to take the risk once per day. The heroes made it across the pass in 7 days and lost a total of 5 healing surges between them. There were a couple of combat encounters along the way as well. [/QUOTE]
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